/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
Event notification when client receives correction data from the server, before applying the data. Base implementation logs relevant data and draws debug info if "p.NetShowCorrections" is not equal to 0.
virtual void OnClientCorrectionReceived ( class [FNetworkPredictionData_Client_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Client_Ch-) & ClientData, float TimeStamp, FVector NewLocation, FVector NewVelocity, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode, FVector ServerGravityDirection )